Sunday, July 25, 2010

MTG Set Review #3 Zendikar

Now let's delve back into this year's starter block set the Zendikar set which brought us the following abilites, Landfall, Traps and a new tribal type labeled Eldrazi, which i explained about here Rise of the Eldrazi Set Review so let's go.


Landfall - Now as most of this set, there are a lot of cards with the trigger ability which activates when a land comes into play, providing a boost to a creature for example on Ob Nixlis, The Fallen whenever a land comes into play when he's on the field he is provided a +3/+3 boost if you make a target opponent lose three life that is, great ability is it not, let's look at another card called Steppe Lynx in which whenever a land hits the board due to landfall it gets a +2/+2 pump until end up of turn even though it starts off as a measly 0/1 it's still quite a good card you just gotta play around this, now it's not just limited to creatures, it's also provided on enchantments which reward landfall effects as well such as Sunspring Expedition which reward sacrifical effects such as lifegain as long as it has the necessary quest counters, how do you get these quest counters it's simple, you get them when lands hit the field when this is on the field, not bad huh well that pretty much explains it, oh and landfall for you only triggers on your turn not when a opponent's land hits the field, just to note.


Traps - Now most of this your thinking is from Yu-Gi-Oh well your wrong this is nothing like that game, in fact it's more magic like these days, with certain effects which can turn the game out in a good or a bad way, let's provide a example of a trap, personally my favorite of this new card type is Archive Trap due to it's effect as when a opponent searches his/her library you get to cast this for free when it's in your hand.not bad huh. Let's look at another which is also a nice addition to this set Needlebite Trap which costs one black mana if your opponent gained life this turn, it basically turns that life and gives it to you, not bad for a trap which is 7 mana converted originally to cast huh, traps can be used in all sorts of situations, pick and choose which ones you feel will work for you in the long run and work around them with your deck.


New Tribal Type Eldrazi - This pretty much got us started with the eldrazi tribal type due to one thing Eldrazi Monument now these big and nasty beasts ravaged the world of zendikar in the lore behind this world, leaving these monuments everywhere and were eventually sealed in the Eye of Ugin which confined the massive 20 foot giants thanks to the planeswalkers, Chandra Nalaar, Jace Beleren and of course Sarkhan Vol if my lore is correct on this archetype, we learn more about them in the two sets to come of this block but i'm interested in the lore of these monsters and how they came to Zendikar.


Top 3's from each color now i will be going over the top 5 from each colour starting in alphabetical order from Black, Blue, Green, Red, White so let's begin.


Black 1) Sorin Markov - The black planeswalker gets the first spot on my black list, due to the fact his abilites are powerful and cause many players to cry and wet their beds at night for a mere 6 converted you get a planeswalker with the following abilites +2 - He does 2 damage to target creature or player and you get 2 life -3 target opponent's lifetotal becomes 10 and -7 you control target player's next turn with a starting cost of 4 loyalty.


2) Bloodghast - A vampire that truly never dies but comes back when it's controller pulls a land and it gains haste with 10 life or less not bad, not bad at all.


3) Vampire Nighthawk - This 2/3 for 3 converted with lifelink, deathtouch and flying is so overpowered, it is crucial for vampires and the like, any black vampire deck will run 4 copies of this and this is probably the best uncommon for black in about 7 months before this set was printed.


Blue 1) Hedron Crab - Mill has a new creature, this 1 blue drop really pulls out all the stops with landfall at 0/2 but it really is worth it at the uncommon level, it earned the name boston crab.


2) Sphinx of Jwar Isle - 6 for this shroud, flyer at 5/5 plus you get to look at the top card of your library, not bad not bad at all, personally i like this card so much, blue has a new bomb come the end of the day.


3) Spreading Seas - Control has a new enchantment which gets a card back to replace it and lock down a dual land, seriously, this is the best enchantment i've ever seen and control decks i know will be running multiple copies of this beast of a card.


Green 1) Lotus Cobra - Who doesn't love mana ramp, not me, i love it to death and this is no exception to this deck type, landfall nets more mana, more mana more power yay.


2) Rampaging Baloths - Landfall creatures are so uber powerful espically when they enmasse pump out 4/4 beasts infintely, with a 4/4 for 6 as well i can see why this is so uber.


3) Harrow - Fetching basic lands not one, but two with this gem is so broken, ramp now has 3 cards that can do it, all listed here of course.


Red 1) Chandra Ablaze - The second of the 3 planeswalkers for this set, this is the red one though so let's go over her abilites +1 discard a card if it's red you deal 4 damage to target player or creature, -2 each player discards his or her hand, then draws 3 cards and finally her ultimate -7 where you get to cast any and all sorcery/instants from your graveyard for free at that at a mere 5 starting loyalty for a 6 converted it's actually a good red card if you know what your doing.


2) Goblin Guide - Free lands when it attacks for a 2/2 haste creature for a mere 1 red mana, it's broken officially since this speeds the land base so far ahead if your playing mono red, not bad not bad.


3) Pyromancer Ascension - What can i say bout this enchantment, it provides free copies of spells as long as it has the necessary counters on it, this has brought along quite a few deck types.


White 1) Day of Judgment - It's a auto sweeper what more do i gotta say, it's the new wrath of god and it is also featured in M11 the latest core set, so it's good, real good.


2) Iona, Shield of Emeria - Control, control, control this is so seriously broken for a 9 converted when you get her out it's not even funny, only downside is the legendary rule.


3) Journey to Nowhere - The newest form of removal for this set, it's like oblivion ring which i won't even bother linking but better i might add and cheaper at 1 and a white mana.


Well that covers it for this article, enjoy and this is vergil signing off.

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